Ire of the Storm (Inactive)

Game Master Madcaster

Maps

Spreadsheets


1 to 50 of 76 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Synopsis:
Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!

Hi there, everyone interested! I decided that it is time for me to join the ranks of the DMs. As you have probably guessed I will be running an Ire of the Storm. This module provides a bit of everything - combat, wilderness exploration and social interactions. The players can expect to reach 6th level by the end of it.

Starting Level: PCs will start at 1st level.
Alignment: No evil.
Ability Scores: 20 Point Buy.
HP: Max at 1st level, then 1/2 HD +1.
Skills: Background Skills are in use.
Traits: 2, no drawbacks.
Starting Wealth: Average of the class starting wealth.
Races: Core, plus Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling and Undine.
Classes: Core, Base (except Vigilante) and Hybrid. No Alternate classes. Use Unchained version of the class if available.
Firearms: No guns, so use Bolt Ace for Gunslinger.

Posting considerations:
Once per day is the usual around here, so we will use this. Once every other day will be fine too. Although, try not to stall combat - you will be botted if you do not post in 24 hours since my last post.

Applications:
The party size will be 3 to 5 characters. I already have one player, so that leaves 2 to 4 free slots.
A complete application should include stats, backstory and description. Backstory does not need to be long - a paragraph will be fine. Include why are you sailing to Pridon's Hearth.

Recruitment will be open for a week, until the next Wednesday, October the 5rd, 00:00 GMT. I will choose characters in a day and then we will begin.

If you have any questions, please ask.

The Exchange

Sources for feats, traits and spells? Has that one player decided on class yet? Trying not to overlap.


Madcaster wrote:
Classes: Core, Base (except Vigilante) and Hybrid. No Alternate classes. Use Unchained version of the class if available.

I would like to comfirm for the classes. Is the Kineticist ok? If not, I would like to try the unchained summoner.


Just a Mort wrote:
Sources for feats, traits and spells?

Core, ACG, APG, ARG, Ultimate Combat and Magic.

Just a Mort wrote:
Has that one player decided on class yet?

Yes, he is magus.

Rannik wrote:
I would like to comfirm for the classes. Is the Kineticist ok? If not, I would like to try the unchained summoner.

Forgot to mention the Occult classes. No Occult please.


madcaster wrote:
Rannik wrote:
I would like to comfirm for the classes. Is the Kineticist ok? If not, I would like to try the unchained summoner.
Forgot to mention the Occult classes. No Occult please.

No problem. I'll go with the unchained summoner then. =)

I'll try to post something soon.


Interested, thinking a cleric of Abadar sailing to Pridon's Hearth to bolster the advance of Civilization in this brave colony! Possibly cleric(evangelist) or warpriest instead, likely human.


Madcaster wrote:
Just a Mort wrote:
Sources for feats, traits and spells?

Core, ACG, APG, ARG, Ultimate Combat and Magic.

Would you be willing to consider things from other paizo sources if provided with a link?


The Pale King wrote:
Would you be willing to consider things from other paizo sources if provided with a link?

At first I just wanted to say "everything Paizo on prd", but that's just too broad. So sure, post a link if you like something from outside those sources.

The Exchange

If there is still space, I could make a human fighter(Cad archetype) or a straight fighter.


Pathfinder Lost Omens Subscriber

Ozeret Karanye, Aasimar Oracle

Statblock:

OZERET KARANYE
Female Aasimar oracle 1
LG medium outsider (native)
Init +7; Senses Darkvision (60 ft.), Perception +6
Languages Celestial, Common
Abilities Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 19
AC 16, touch 11, flat-footed 15
hp 10 (1d8+1[con]+1[FC])
Fort +1, Ref +1, Will +3
Resistances Acid 5, Cold 5, Electricity 5
Speed 20 ft.
Melee morningstar +2 (1d8+2)
BAB +0; CMB +2; CMD 13
Feats Improved Initiative
Traits Indomitable Faith, Reactionary
Inventory morningstar; scale mail; alchemist's fire
---------
Oracle's Curse Haunted
Mystery Battle
Revelations War Sight

Backstory:

Ozeret was born to a pair of farmers in Katapesh. Being an angelic creature, her birth was taken as a good omen. This quickly changed, however, as a plague erupted just weeks after her birth, claiming many a local's life. Following a lynch on her mother, the aasimar baby was sent to a monastery dedicated to Irori.
Things weren't quite well there, either; the aasimar was hated by her fellow monks for her natural "perfection". They mocked her, beat her, tried to make her "normal". Ozeret suffered this for eleven years, praying to Irori- to no avail.
But one day, as she was lying in her bed, something happened. Her morningstar started floating around, scratching humanoid figures on the walls and smashing them. Ozeret grabbed the weapon, and a voice boomed in her head.
With Gorum lies your salvation. Prove your worth. Come with me.
With no hope for her current life, Ozeret happily accepted the mysterious offer. The spirit that embodied her morningstar still lingers, causing mayhem around her. And now, on her way to Sargava, Ozeret can only wonder what Gorum has planned for her.

Description:

While most Katapeshi have bronze skin, Ozeret's is special- it actually is a rusty, metallic bronze, shining in the warm sun like a beautiful piece of brass. Standing at 5'6'', the 35-year-old Aasimar has the general features of a human, except smoother and more delicate. While she may stand out in a crowd, Ozeret's otherworldly beauty can persuade even the most stubborn to aid her.

Hopefully I filled this application correctly.

Now, sorry for a slightly noobish question, but can I get PFS credit for playing this module in Campaign Mode or do I have to play a dedicated PFS Campaign Mode game for that?

Thank you for reading, and have a good day!

The Exchange

Kashuya:

Kashuya
Female Elf Witch (Patron - Spirits)
N Humanoid
Init +7; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11
hp 8
Fort +1, Ref +3, Will +2 (+2 v Enchantment)
--------------------
Offense
--------------------
Speed 20 ft. (due to medium load)
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4+1/19-20)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st — Sleep (DC 15), CLW (x1)
. . 0 (at will)—Detect magic, Guidance, Light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Breadth of Experience
Skills Spellcraft +8(+10 to identify magical items), Survival +5, Swim +5, Knowledge Nature +10, Heal +4, Knowledge Arcana +10. Other knowledge checks rolled at +6
Background skills Linguistics +5, Craft Alchemy +8
Languages Common, Elven, Gnoll, Sylvan, Celestial, Draconic, Auran
Traits Poverty-striken, River Rat
Gear Belt pouch, Spell component pouch, Quarterstaff, Cold Iron Dagger, Silver Mace, 50 ft silk rope, (3) torches, Flint and Steel, Waterskin, String, MW thieves tools, 2 Trail rations, Haramaki, Grappling arrow, Hot weather gear, Shortbow, 80 arrows, Grappling arrow, Backpack, Hammer, 4 pitons, 2 sacks, Charcoal, 10.8 gp left over
Wt = 47 – medium load
--------------------
Special Abilities
--------------------
Hex: Water Lung
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Familiar is a Greensting Scorpion. (+4 init)
Spells stored in Familiar:
Cantrips: All
Lvl 1 spells:
Sleep, CLW, Mage Armor, Burning Hands, Ear Piercing Scream, Comprehend Languages

Will there be time for crafting stuff? If no - I'll remove alchemist crafting kit. Backstory will come in a bit.


Hi there!

Here's my application, with Visruþ, a Tiefling Magus.

Summary:
Visruþ (Tiefling Magus)
Visruþ is a free spirited tiefling magus originally from Cheliax. He left oppressive Cheliax to seek his fortune in the former Chelish colony of Sargava.

Early Life (back story):
Visruþ ("viz-RUHTH") is originally from the town of Khari, Cheliax's sole holding on the continent of Garund. Like tieflings throughout Golarion, Visruþ was at the bottom of the social ladder. At best. He has alabaster-white skin, despite being from sun-baked Garund. His natural hair colour is a light shade of purple. His irises are crimson, with the horizontal pupils of a goats eyes. He has vestigial horns that are cobalt blue. Like many tieflings, he does have a thin prehensile tail, which he uses to pick up objects.

He is a gifted liar, very dexterous, hale, and quite intelligent. Needless to say, his nefarious appearance makes him socially awkward. All of which lend themselves to combining his two favourite vocations: combat and magic.

His Garundi mother, Eshena, died when Visruþ was in his thirties. Eshena never told Visruþ how he came to have his fiendish taint.

Visruþ is a rebellious free spirit at heart. Something he kept hidden from the Chelish authorities in Khari. While he may be free spirited, and often imprudent, he is neither suicidal nor stupid.

Not long after Eshena died, Visruþ used his silver tongue to get himself aboard a cargo ship bound for Eledar, the capital of Sargava. He had no plan whatsoever. All he wanted to do was leave oppressive Cheliax.

Glad to be out of Cheliax, Visruþ made a living acting as a guide to visitors to Eledar. Over time, he managed to learn some martial skills, as well as a few spells.

Visruþ has become bored with his work, though. For that reason alone, he decided to go to Pridon's Hearth for a fresh start. He wants to see if he can finally use his talents to make his own fortune there. Free of the burden of authority, of course.

Stat Block:
Visruþ

Male tiefling magus 1 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armour, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offence
--------------------
Speed 30 ft. (20 ft. in armour)
Melee light mace +3 (1d6+2) or
rapier +3 (1d6+2/18-20)
Ranged sling +3 (1d4+2)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +4)
1st—colour spray (DC 14), grease
0 (at will)—acid splash, disrupt undead, ray of frost
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits fast-talker, pragmatic activator
Skills Acrobatics +0 (-4 to jump), Appraise +4, Bluff +6, Knowledge (arcana) +7, Linguistics +4, Perception +0, Spellcraft +7, Stealth +2, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Infernal, Orc, Polyglot
SQ prehensile tail
Other Gear studded leather, light mace, rapier, sling, sling bullets (10), sling bullets (10), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 68 gp, 9 sp
--------------------
Tracked Resources
--------------------
Arcane Pool +1 (4/day) (Su) - 0/4
Sling bullets - 0/10
Sling bullets - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

====================

Extra Notes

Physical Description:
• Age: 53, Height: 5' 8" (173 cm), Weight: 170 lbs. (77 kg)
• Hair: light purple
• Eyes: Amber, with horizontal goat-like irises
• Skin: Alabaster, with a youthful face
• Ears: slightly pointed, like a half-elf
• Horns: vestigial cobalt-blue horns, easily covered with a hood

Tiefling Racial Traits (incl. alternates):
• Darkvision (60 feet)
• Fiendish Resistance (Cold 5, Electricity 5, Fire 5)
• Maw or Claws, Claws (2x1d4 natural claw attacks)
• replaces spell-like ability (darkness)
• Prehensile Tail (can grasp small items on self as a swift action)
• replaces Fiendish Sorcery
• Skilled (+2 to both Bluff and Stealth)

Traits:
• Fast Talker; +1 to Bluff and Bluff is a class skill
• Pragmatic Activator; use INT bonus instead of CHA for Use Magic Device checks

Skill Points Assigned (1 each):
• Bluff
• Knowledge (arcana)
• Perception
• Spellcraft
• Use Magic Device
• Appraise (background skill)
• Linguistics (background skill)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Hello! I'd like to submit Vicendas for consideration. Everything is included in the profile.

The only thing the build has that you didn't mention is Variant Multi-classing. Please let me know if you would prefer me not to use it.

The Exchange

Putting it in a single post:

Kashuya:

Kashuya
Female Elf Witch (Patron - Spirits)
N Humanoid
Init +7; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11
hp 8
Fort +1, Ref +3, Will +2 (+2 v Enchantment)
--------------------
Offense
--------------------
Speed 20 ft. (due to medium load)
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4+1/19-20)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st — Sleep (DC 15), CLW (x1)
. . 0 (at will)—Detect magic, Guidance, Light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Breadth of Experience
Skills Spellcraft +8(+10 to identify magical items), Survival +5, Swim +5, Knowledge Nature +10, Heal +4, Knowledge Arcana +10. Other knowledge checks rolled at +6
Background skills Linguistics +5, Craft Alchemy +8
Languages Common, Elven, Gnoll, Sylvan, Celestial, Draconic, Auran
Traits Poverty-striken, River Rat
Gear Belt pouch, Spell component pouch, Quarterstaff, Cold Iron Dagger, Alchemist kit, 50 ft silk rope, (3) torches, Flint and Steel, Waterskin, String, MW thieves tools, 2 Trail rations, Haramaki, Grappling arrow, Hot weather gear, Shortbow, 80 arrows, Grappling arrow, Backpack, Hammer, 4 pitons, 2 sacks, Charcoal, 10.8 gp left over
Wt = 47 – medium load
--------------------
Special Abilities
--------------------
Hex: Water Lung
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Familiar is a Greensting Scorpion. (+4 init)
Spells stored in Familiar:
Cantrips: All
Lvl 1 spells:
Sleep, CLW, Mage Armor, Burning Hands, Ear Piercing Scream, Comprehend Languages, ill omen

Kashuya backstory:

Kashuya never knew who her father was. Probably some feckless, footloose bard who had a one-night stand with her mother then left them high and dry. Her mother tried to find a way to support them, taking any job that would pay, but found nothing. They were often left to scavange whatever they could out of the dumps. One day, her mother came back with meat dumplings, something Kashuya had never had an opportunity to try before. When she asked her mother where she got them, her mother replied that she had found a group of people who would take care of the. Little did Kashuya know that her mother, driven to desperation, had turned to working for gangs. One day, her mother didn't come back, a victim of a gangland stabbing. Kashuya's mother's gang, the river rats, came to Kashuya to ask her to take her mothers place. Having the choice of working for them or starving, Kashyya joined them.

When an attempt to rob a merchant vessel turned sour, she got stabbed and passed out, they abandoned her in one of the dark alleyways so they could make their getaway.

She should have died that day, but for a mysterious entity that intervened. "It's not your time. Go back to the landof the living and carry out my will." She woke up, weak and bloodied, with the stab wound by her side, but her hand was glowing with eldritch energy. She placed her hand to the stab wound and saw it heal before her eyes. She staggered out of that alleyway that had nearly been her grave and vowed to make the best use of this second chance. She turned away from her life of crime, and left the city. She was joined by a greensting scorpion that showed her what things in the wild were edible, and she has wandered the lands ever since.She has had visions of Piridons Hearth and is looking to catch a ship there.


Visruþ wrote:

Hi there!

Here's my application, with Visruþ, a Tiefling Magus.

Everyone - meet Visruþ, the magus for the booked slot.

Marius Starfe wrote:
If there is still space, I could make a human fighter(Cad archetype) or a straight fighter.

The recruitment will be open for a week.

TheSuperDodo wrote:
Now, sorry for a slightly noobish question, but can I get PFS credit for playing this module in Campaign Mode or do I have to play a dedicated PFS Campaign Mode game for that?

I'm not familiar with PFS rules, but as far as I know, you have to play a dedicated PFS game with a PFS character to get a credit.

Just a Mort wrote:
Will there be time for crafting stuff? If no - I'll remove alchemist crafting kit. Backstory will come in a bit.

That depends on you. If you want, there will be some time for craft. If you don't - there won't be any. :)

Jiqs wrote:
The only thing the build has that you didn't mention is Variant Multi-classing. Please let me know if you would prefer me not to use it.

You can use VMC if you want. Remember though, that you only get a 3rd level ability, as this module only reaches the 6th level.

The Exchange

Eh okay, I'll leave it as it is. Depending on how module goes, I may get craft wondrous. The idea is that we're going to some unknown backwater, so I wondered how woodsy it would get - to the point we end up crafting our own arrows? ;)


There are basic shops. You can buy almost any mundane equipment, within reason. Long swords, arrows, bolts, bucklers? Sure. Katars, katanas, falcatas, full plates, eastern armor? Nope. But you can give the local smith a blueprint.


Pathfinder Lost Omens Subscriber
PFSRPG Guide wrote:
Campaign Mode: For sanctioned modules and Adventure Paths, GMs are allowed to use their own rules for character creation and running the presented content (the entire book or series). Credit is applied to an appropriate Roleplaying Guild character as if the character created was a pregenerated character.

My question was whether or not I'm allowed to get credit for playing according to the rules above, but I guess I'll just play for fun. Oh well :P

Also, I forgot to include my skills. Ozeret's got a rank in Perception, Diplomacy, Intimidate and Sense Motive as Adventure Skills and Knowledge (History) and Knowledge (Engineering) as Background Skills.


Just checked sanctioned modules - Ire of the Storm is not one of them.


Pathfinder Lost Omens Subscriber

It actually is, but forget I ever asked. I'm applying like any other player.


Sure thing. :)

The Exchange

Gareth Barrens

Character Sheet:

Fighter (Cad) (1) Neutral Good
Hp: 12
AC: 16 | T: 12 | FF: 14
Initiative: +5 | Speed: 30 ft
Abilities: Str: 16 | Dex: 13 | Con: 15 | Int: 13 | Wis: 10 | Cha: 12

Saves:
Fort: +4 | Ref: +1 | Will: +0
BaB: +1 | CMB: +4 | CMD: 15

Weapons:
Longsword: +4 | 1d8+3 (19-20)x2
Dagger (MH): +4 | 1d4+3 (19-20)x2
Dagger (thrown) +2 | 1d4 (19-20)x2

Skills: (Chk Penalty -2)
5 Acrobatics (Dex) 1 ranks
5 Bluff (Cha) 1 ranks
7 Climb (Str) 1 ranks
5 Intimidate (Cha) 1 ranks
4 Profession [Sellsword] (Wis) 1 rank
6 Sleight of Hand (Dex) 1 ranks +1 (traits)
4 Survival (Wis) 1 ranks
3 Swim (Str)

Languages: Common, Infernal
Class Abilities: Combat Expertise
Traits: Child of the Streets, Surprise Weapon
Feats: Dodge, Improved Initiative

Gear:
Equipment: Longsword, Dagger, Studded Leather Armor, Buckler
Items: Traveler’s Outfit, Backpack, Bedroll, whetstone, flint & steel, case (map),
2 Flask (1 wine)(1 Water)
Coin: 105gp, 52sp, 52cp

Gareth's Backstory:

Gareth Barrens was born amongst the poverty of Old Korvosa. Growing up on the streets he learned to always be ready for a fight. He also became quite adept at using whatever was nearby to starling efficiency. Eventually he started running with a small gang of hoodlums who took orders from the Cerulean Society. However he simply couldn’t stomach profiting off those that had nothing to begin with. Falling out of favor with his old friends and more worrisome, the Cerulean Society has left him little future in Korvosa. Fearing reprisals from his gang or the Society, his only option is to leave Korvosa. Taking what skills he has learned and the modesty fortune he has collected, he has set sail southward. He is looking for a place on the other side of civilization that he can start again. A place he could flourish in.


Madcaster wrote:
You can use VMC if you want. Remember though, that you only get a 3rd level ability, as this module only reaches the 6th level.

Yea, I'd just get trapfinding. I'm in no way lacking feats with Human and Brawler bonus feats though. :)


GM, would you allow an Aquatic Elf, or does that count as outside Core Races?

The Exchange

1 person marked this as a favorite.

Oh my god, it's the legendary Doomed Hero who wrote the fabled manual of play-by-posting that has inspired so many Forumites to take up PBP.

*Squee*

My backstory may change a bit, subject to another player signing up for this. If the person signs up, we'll make joint submissions. Either we both get in or we don't.

Sovereign Court

I'm potentially interested in playing a Sargavan native who is part of the Freemen's Brotherhood, if that would be palatable.


1 person marked this as a favorite.

...I don't think I've ever been squee'd at before.

Glad you liked my guide. :)


That guide looks useful!

Of course, my back story is open to revision too.

The Exchange

But...but... you're the one people refer to everyone starting to get into the PBP medium. Your guide is the holy grail of PBP! GMs speak of your name in awe.

Others may have written guides on classes, but what you have done is far greater in magnitude and scope. You have started the Pathfinder PBP revolution.

How could you not get Squeed before! Did no one recognize your august presence?


Doomed Hero wrote:
GM, would you allow an Aquatic Elf, or does that count as outside Core Races?

That counts as outside Core Races.

Jesse Heinig wrote:
I'm potentially interested in playing a Sargavan native who is part of the Freemen's Brotherhood, if that would be palatable.

Those Freemen? Sure.

The only thing this module assumes, is that "the PCs have never been to Pridon’s Hearth, and have heard only vague news about it in major Sargavan settlements such as Eleder, or from recruiters throughout the Inner Sea region."


That's fine, GM. Thanks for the quick answer.

I can make my idea work with an Undine. I'll have a submission up sometime tomorrow night.


This is my offical application:

Description:
Charming, confident and clueless. Those three words describe Trem completely. He likes to talk his way out (and even sometimes into) troubles if he can. But when he can’t, that’s where Sarari step in. He is used to have nice things in life and this life on the road take it’s toll on him. Physicaly, he is 5’9’’ 175 lbs, typical black hair and pale skin.

Background/Intro:
Walking into Pridon’s Hearth, Trem look at his trusty companion.

‘’Well here we are Sarari, Pridon’s Hearth! Our new home for a while.

After weeks of traveling, Trem was convinced by rumors that going to a brand new colony would allow him to not only make a name for himself but also refill his purse. Born in Cheliax, Trem was lucky to be from a family that had enough money to allowed him to learn the arcane craft. Everything was going smoothly until Trem summoned Sarari. Summoning a celestial wasn’t a good idea in Cheliax, even worst when that celestial was an Azata. The surpirsed look of his master, the whispers from other students and the sudden interest of the church in his life made Trem understand that being elsewhere was a good idea. So, grabbing a few item, Trem left in the middle of the night and never turned back.

Maybe one day we’ll be able to go back.’’ So what do you think, should we look for some work? Or should we convinced someone that they are looking for company to share their meal? ‘’

I think everything is in order.


Dot.


Captain collateral damage wrote:
Dot.

Sure. I'll dot as well.


Here's an elf slayer by Captain collateral damage. I'll get the stats and fluff up tomorrow.
Question: Would you allow thistle arrows? And if so, what is your ruling on how much bleed damage they do? It's not really clear to me.


Murph's evangelist cleric, mostly finished. Decided to go Shelyn rather than Abadar; a buffer / controller by combat role, an Ansel Adams documenter of Garund's natural beauty by personality.


Ansado of the Ekujae wrote:

Here's an elf slayer by Captain collateral damage. I'll get the stats and fluff up tomorrow.

Question: Would you allow thistle arrows? And if so, what is your ruling on how much bleed damage they do? It's not really clear to me.

Here's a thread about it.


Ansado of the Ekujae wrote:
Question: Would you allow thistle arrows? And if so, what is your ruling on how much bleed damage they do? It's not really clear to me.

I'll post something extra, just in case.

Thistle Arrow:

- 1 gp per arrow

- Deals normal arrow damage then 1d6 rounds of 1 point of bleed damage.

- Bleeding creatures take the bleed damage at the start of their turns.

- Arrow requires bleeding creature to make concentration check if casting (continuous damage).

- Targets immune to poison are immune to the arrow (the arrow is crafted from the thistles of a poisonous plant).

- A critical hit does not multiply the bleed damage.

- Bleed effects do not stack with each other unless they deal different kinds of damage.

- Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage.

Doomed Hero, I just read it.


Cool, thanks.
Stats are all done and in profile,
Warrior of Old trait
Favored Prey Trait


Are you playing with rules for food / do I need rations, bedroll, etc.?


Okay everything should be done. :)


I present Sulia Farwander, Aasimar Oracle of the Heavens.

My submission:

Sulia Farwander
Female aasimar oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +2 (1d3+2) or
. . heavy mace +2 (1d8+2) or
. . unarmed strike +2 (1d3+2 nonlethal)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—daylight
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bane (DC 15), bless, cure light wounds
. . 0 (at will)—detect magic, ghost sound (DC 14), guidance, mage hand, purify food and drink (DC 14), stabilize
. . Mystery Heavens
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting
Traits armor expert, celestial contact
Skills Acrobatics -4 (-8 to jump), Artistry (philosophy) +4, Diplomacy +6, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Perception +6, Spellcraft +4, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ oracle's curse (haunted), revelation (moonlight bridge[APG])
Other Gear scale mail, heavy wooden shield, heavy mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 72 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Moonlight Bridge (10', 4/day, DC 14) (Su) Create a 10' bridge of moonlight from your position. It lasts 24h or until you cross it.
--------------------

Sulia Farwander is a beautiful woman, with waist-length hair that might actually be spun gold. It shifts and waves constantly, as if under a strong breeze even inside or when there's no wind. Her eyes are as blue and clear as perfect sapphires, and lips like scarlet rose petals. Her skin is alabaster and smooth as stone. She wears finely polished scale mail that is covered wtih a tabbard bearing the crest of the Farwander family, as well as the symbol of Gozreh carved into a wooden shield on her back. At her waist is a heavy mace that looks clean and very well maintained.

Sulia Farwander is the daughter of a family of Aasimars going back several generations. Her family has a tradition of going out into the world to hone their skills, earn some money, and bring home a potential suitor to continue on the family line. Sulia is the younger of two daughters, and is not as concerned about the finding a suiter as her elder sister is. She's all the way in Tien Xia, last Sulia heard.

Instead, the young oracle is out searching for a way to help people and make some money in the process. She decided on Sargava's newest colony, the place that would most likely need her help. Her family spirit follows her, both watching her on behalf of her parents and simultaneously having fun mischief-making while it's free from the ancestral home.


Ansado of the Ekujae wrote:

Cool, thanks.

Stats are all done and in profile,
Warrior of Old trait
Favored Prey Trait

Traits look good.

Eve Summers wrote:
Are you playing with rules for food / do I need rations, bedroll, etc.?

I won't track them too strict, but there is a wilderness to explore, so you should have camping gear, rations and stuff.


Will there be PFS credit/chronicles?


No.


Alright! Eve will be posted up tonight at some point, then!


Eve Summers of Port Peril is complete!

Sorry for the added length on description and backstory- it should be a pretty easy read, though!


So many Northerners. So many people coming to the jungle. So many end up dead because they do not know the dangers of the Jungle. Quicksand, Dinosaurs, Lizardmen, Diseases, and poisonous plantsare just a few of the dangers that kill people who are strangers to the Jungle. This is why people need a good guide when they leave the safety of the settlements. This is why YOU need the best Jungle guide there is. You need me, Sau're'!K.

Sau're'!K is a Saurian Shaman Druid who is a Zenj native of Sargava.


When you say no Hybrid classes, does that include the Magus, Shaman, oracle and characters from the Advanced Class guide?
I have a few options and a day to decide :)


You misread, Hybrid classes are allowed. :)
I said no only to Vigilante, Alternate and Occult.

1 to 50 of 76 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Ire of the Storm All Messageboards

Want to post a reply? Sign in.